Can somebody give me some input on how to minimize or remove visible seams on my model? Is it the way I am unwrapping? (Maya)...I tried baking out normals from Xnormal/Topogun/Zbrush but all of the normals are showing very visible seams..any help is appreciated..[IMG][/img][IMG][/img]
![mbtx0xg.png](http://i.imgur.com/mbtx0xg.png)
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![Mn4dC3d.png](http://i.imgur.com/Mn4dC3d.png)
Replies
Also make sure you have hard vertex normals at UV borders.
For Maya, this script helps: http://jonathonstewart.blogspot.com.au/2012/10/script-harden-edges-of-all-uv-borders.html
You don't want this in case of a character.
- triangulating it fixes the seams!
- I need to read more about the custom cages, when I bake (usually topogun) I just adjust the cage slider and make sure it encompass the hi poly and low poly, re bake (adjusting the cage slider) if there's too much artifacts on the normal, (is there a better way to do this? or how do I make a custom cages)
- I read through the forums regarding hardening the normal along the seams and found link for scripts to do this, but how do I manually do this (steps)...I dont know much about scripting and I want to learn whats the process of hardening those specific normals (I am using Maya 2016 by the way)
Thank you so much! Your question definitely got me researching for specific topic/techniques
Thanks for the input. I tried flipping the green channel but still getting the visible seams.
Obscura, how would you go about treating/modifying the seams on organic models? Are hardening the normals along UV borders works specifically on hard surface? Thanks.
*EDIT* Also to create a cage within maya just duplicate your LP mesh, then select all vertices, change the movement from object to normal then expand them out so they encompass the HP mesh. Then with all the vertices selected go "Average vertices" and to be safe select all edges and make them soft edges. (Sometimes for me Maya doesn't always soften the edges for some reason when I average vertices, which seems counter intuitive)
I usually inflate the tris cage in Zbrush manually. Then bake the tris mesh and the tris cage in xNormal.
Both arms have very noticeable seams, and no its not duplicated. But this is good to know just in case I run in with something like that in the future. Thanks.